- 18 Sep, 2021 11 commits
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german77 authored
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german77 authored
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german77 authored
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MonsterDruide1 authored
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german77 authored
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MonsterDruide1 authored
To keep the TAS inputs synced to the game speed even through lag spikes and loading zones, deeper access is required. First, the `TAS::UpdateThread` has to be executed exactly once per frame. This is done by connecting it to the service method the game calls to pass parameters to the GPU: `Service::VI::QueueBuffer`. Second, the loading time of new subareas and/or kingdoms (SMO) can vary. To counteract that, the `CPU_BOOST_MODE` can be detected: In the `APM`-interface, the call to enabling/disabling the boost mode can be caught and forwarded to the TASing system, which can pause the script execution if neccessary and enabled in the settings.
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MonsterDruide1 authored
During script playback/recording, the user has to see what happens currently. For that, a new label has been added to the bottom-left corner, always displaying the current state of the TASing system.
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MonsterDruide1 authored
First of all, TASing requires a script to play back. The user can select the parent directory at `System -> Filesystem`, next to an option to pause TAS during loads: This requires a "hacky" setup deeper in the code and will be added in the last commit. Also, Hotkeys are being introduced: CTRL+F5 for playback start/stop, CTRL+F6 for re-reading the script and CTRL+F7 for recording a new script.
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MonsterDruide1 authored
The base playback system supports up to 8 controllers (specified by `PLAYER_NUMBER` in `tas_input.h`), which all change their inputs simulataneously when `TAS::UpdateThread` is called. The recording system uses the controller debugger to read the state of the first controller and forwards that data to the TASing system for recording. Currently, this process sadly is not frame-perfect and pixel-accurate. Co-authored-by: Naii-the-Baf <sfabian200@gmail.com> Co-authored-by: Narr-the-Reg <juangerman-13@hotmail.com>
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bunnei authored
Remove audio stretching
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bunnei authored
input_common: Add advanced setting for 8 player support
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- 17 Sep, 2021 2 commits
- 16 Sep, 2021 7 commits
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Fernando S authored
vulkan_device: Reorder Float16Int8 declaration
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ameerj authored
This variable was going out of scope before its usage in the vulkan device creation, causing a crash on very specific drivers.
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bunnei authored
vfs: Partially implement GetFileTimeStampRaw
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Moonlacer authored
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Moonlacer authored
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Moonlacer authored
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- 15 Sep, 2021 2 commits
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Ameer J authored
renderers: Log total pipeline count
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Narr the Reg authored
Needed for Cruis'n Blast
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- 14 Sep, 2021 5 commits
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Morph authored
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Morph authored
Gets rid of homebrew warnings using this func
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bunnei authored
core: Destroy main_process during shutdown
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ameerj authored
The main_process was never being cleaned up, causing a noticeable memory leak after subsequent launches. This change cleans up the memory during Core Shutdown, mitigating the leak.
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ameerj authored
This validation error is spammed on some titles, asserting that VkDescriptorSet 0x0[] was destroyed. This is likely a validation layer bug when using VK_KHR_push_descriptor, which can avoid using traditional VkDescriptorSet. It should be safe to ignore for now.
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- 13 Sep, 2021 10 commits
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Morph authored
Vulkan: Disable VK_EXT_SAMPLER_FILTER_MINMAX in GCN AMD
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Fernando Sahmkow authored
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Morph authored
Vulkan: Blacklist Int8Float16 Extension on AMD on driver 21.9.1
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Mai M authored
common_funcs: Add enum flag bitwise shift operator overloads
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Morph authored
Vulkan/Descriptors: Increase sets per pool on AMD propietary driver.
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Fernando Sahmkow authored
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Fernando S authored
vk_rasterizer: Fix dynamic StencilOp updating when two faces are enabled
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Fernando Sahmkow authored
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Morph authored
This adds bitwise shift operator overloads (<<, >>, <<=, >>=) in the macro DECLARE_ENUM_FLAG_OPERATORS(type)
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Ameer J authored
FS: Mark recursive CreateDirectory as inaccurate and temporary
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- 12 Sep, 2021 3 commits